How to Play

Age of Steam

1-6 players 120-120 min 7.9 Board Game Geek Rating

Players build railroad networks across America's industrial heartland, competing to transport goods efficiently. The core mechanic involves careful financial planning—balancing track construction costs, locomotive upgrades, and loan payments while securing profitable shipping routes. Victory goes to whoever accumulates the most money through strategic route-building and cargo delivery, outmaneuvering opponents for lucrative shipments.

Published 2002

Age of Steam

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Deploy the game board
Place the chosen map board (e.g., Rust Belt) in the center of the table
2
Arrange display boards
Set up the auxiliary boards near the game board for tracking
3
Prepare the money
Place $1, $5, and $25 denomination chips within reach of all players
4
Organize track tiles
Sort and display all 136 track tiles near the board
5
Set out town discs
Place 8 white wooden town discs nearby
6
Display new city tiles
Arrange 8 new city tiles (1 red, 1 blue, 1 purple, 1 yellow, 4 black) for use
7
Ready the dice
Place 6 dice near the play area
8
Position turn marker
Place the turn marker on the "Start" circle of the Turn Track
9
Fill the goods bag
Put red, blue, purple, black, and yellow goods cubes into the cloth bag (white cubes only for Southern US expansion)
10
Populate goods display
Draw cubes randomly from the bag and fill all 52 squares of the goods display, starting from top-left and moving right, then down
11
Prepare map goods (Rust Belt)
Draw 3 random cubes and place on Pittsburgh, 3 on Wheeling, and 2 on each other city
12
Choose player colors
Each player selects a color and takes 25 wooden discs of that color (leave 5 aside for expansions)
13
Set locomotive marker
Each player places 1 disc on the "Link 1" space of the Locomotive Track
14
Set income marker
Each player places 1 disc on the "0" space of the Income Track
15
Determine initial turn order
Each player rolls 3 dice; highest result places disc in position 1 of the Turn Order Track, next highest in position 2, and so on
16
Set shares marker
Each player places 1 disc on the first space (2 shares) of the Shares Issued Track
17
Receive starting money
Each player receives $10
18
Prepare action marker
Each player places 1 disc near the Action Selection Zone for later use
19
Keep track ownership discs
Each player places remaining 20 discs in front of them as Track Ownership Discs

On Your Turn

What you can do during your turn.

1
Emit shares for capital
In turn order, each player may issue shares to receive $5 per share immediately
2
Advance shares marker
Move your disc one space on the Shares Issued Track for each share issued
3
Observe share limit
Cannot issue more shares than the track permits throughout the game
4
Optional issuance
Players are not required to issue shares beyond the initial 2
5
Slide markers up
Move all Turn Order Track discs to the circles above their positions
6
Conduct auction
Starting with 1st player, bid $1 or more to stay in the auction, or drop out
7
Use Turn Order action
If a player selected the Turn Order action, they may say "pass" once without bidding and remain in the auction
8
Continue bidding
Each player must bid higher than the previous bid or drop out
9
Place dropouts
First player to drop takes the last position (e.g., 5th in a 5-player game) and pays nothing
10
Pay winning bids
Last two players remaining pay their full bid amount
11
Pay partial bids
All other players pay half their bid, rounded up
12
Choose actions in turn order
Each player places their disc on one of seven available actions
13
Exclusive selection
Each action may only be selected by one player
14
First Move action
Move goods first in both Move Goods rounds, regardless of turn order
15
First Build action
Build track first during the Build Track phase, regardless of turn order
16
Engineer action
Build up to 4 track tiles instead of the normal 3
17
Locomotive action
Immediately advance your disc one link on the Locomotive Track (maximum 6 links)
18
Urbanization action
Place a New City tile on a town hex before building track
19
Production action
At the start of Goods Growth, draw 2 random cubes from the bag and place in any 2 empty goods display spaces
20
Turn Order (Pass) action
Allows saying "pass" once during the Turn Order auction
21
Build in turn order
Players place or replace up to 3 track tiles (4 with Engineer action)
22
First Build priority
Player with First Build action builds before the 1st player
23
Connect to cities initially
First tile placed must be adjacent to a city with one track end connecting to it
24
Maintain network connection
All future tracks must connect to at least one city through the player's existing tracks
25
Pay placement costs
Simple tile: $2 (add $1 for river, $2 for mountain)
26
Pay town tile costs
$1 for the town plus $1 per track leading into it
27
Replacement costs
Simple to complex: $3; town replacement: $3; all others: $2
28
Redirect costs
Any redirect costs $2
29
Place town disc
When placing simple or complex tiles on a town hex, place a white town disc on the tile
30
Observe restrictions
Cannot build if track exits the board, enters Great Lakes, connects directly to another player's track, or goes on a city hex
31
Claim track ownership
Place an ownership disc on completed railway links or incomplete track sections
32
Maintain incomplete sections
Extend incomplete track sections each turn or lose ownership
33
Crossing existing track
Replace a simple tile with a crossing tile, maintaining the existing track
34
Coexisting with track
Replace a simple tile with a coexisting tile, maintaining the existing track
35
Redirect track
Change direction of an incomplete track section you own or that is unowned
36
Place New City tiles
With Urbanization action, place a New City tile on any town hex (free placement, then build 3 tiles as normal)
37
Move in two rounds
Each player moves one goods cube per round, in turn order
38
First Move priority
Player with First Move action moves first in both rounds
39
Follow completed links
Move goods only along completed railway links
40
Match destination color
Goods must end movement in a city matching the cube's color
41
Respect locomotive limit
Cannot move goods more links than your Locomotive Track position allows
42
Visit locations once
Each town or city may only be visited once per goods movement
43
Stop on matching city
Movement must end when entering a city matching the cube color
44
Return delivered goods
Place delivered cubes back in the goods bag
45
Increase income
For each completed link traversed, the link owner increases their Income Track by 1
46
Use other players' links
Moving goods on another player's link gives them the income increase
47
Upgrade locomotive instead
Instead of moving goods in one round, advance one link on the Locomotive Track
48
Receive income
Each player collects money equal to their position on the Income Track
49
Calculate expenses
Pay $1 per share issued (per Shares Issued Track) plus $1 per locomotive link (per Locomotive Track)
50
Use cash first
Pay all possible expenses with available money
51
Reduce income for shortfall
For each dollar still owed, reduce Income Track by 1
52
Insolvency elimination
If income drops below $0, the player is eliminated from the game
53
Apply market decline
Reduce income based on current level:
54
Apply Production action first
If selected, that player draws 2 cubes and places them in empty goods display spaces
55
Roll dice for goods
Roll dice equal to the starting number of players
56
Distribute goods
For each die result, take cubes from the matching column of the goods display (light section first, then dark) and place on the corresponding city
57
Fill from top down
Take cubes from top to bottom within each column
58
Place on New Cities
Goods appear on New City tiles on the map but not on unused New City tiles
59
Move turn marker
Advance the marker one space on the Turn Track
60
Check for game end
If the final turn is complete (varies by player count), proceed to scoring
61
Begin new turn
If not the final turn, return to Phase I: Issue Shares

Winning

How to claim victory.

1
Complete final turn
The game ends when the last turn is completed (turn count based on player count shown on Turn Track, e.g., 7th turn for 5 players)
2
Calculate victory points
Score 3 VP per dollar shown on Income Track
3
Score track sections
Receive 1 VP per track section in completed railway links (sections are separations between tiles and between towns/cities)
4
Deduct share penalty
Lose 3 VP per share issued (as shown on Shares Issued Track)
5
Ignore remaining money
Cash has no value at game end
6
Determine winner
Player with the most Victory Points wins
7
Ties are possible
Multiple players may share victory in case of equal VP totals

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